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Author Topic: PNG Support added to Build 1118, October 19, 2014  (Read 64945 times)

Steve

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PNG Support added to Build 1118, October 19, 2014
« on: October 19, 2014, 08:00:37 pm »

Check-out the PNG support in build 1118! I downloaded the latest source and, unlike my previous attempt, it all built and integrated smoothly. I know a lot of people will be happy to see this.

---- Note: I split the discussions on PNG from the main topic. Hope I didn't mess anything up too badly!
« Last Edit: October 20, 2014, 06:30:14 pm by Steve »
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Raxx

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #1 on: October 19, 2014, 09:09:10 pm »

Hey Steve, I tried it out myself, and it loads well! But one of the biggest advantages to using PNG is the alpha channel.

When loaded as a texture, could there maybe be a check box in the Texture Mode Selector dialog to apply the PNG alpha to that channel?

When rendering, any chance of transparent backgrounds when saving as PNG (as an option)?Woo!! Poor testing lol, it does save trans background. You're da man Steve! ;)
« Last Edit: October 19, 2014, 09:10:45 pm by Raxx »
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cooldude234

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #2 on: October 20, 2014, 12:13:26 am »

kreator: Check-out the PNG support in build 1118! I downloaded the latest source and, unlike my previous attempt, it all built and integrated smoothly. I know a lot of people will be happy to see this.
YESS!!!!!!!!!!!!!!!!!!!!!!!!!!
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kreator

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #3 on: October 20, 2014, 01:39:14 am »

kreator: Check-out the PNG support in build 1118! I downloaded the latest source and, unlike my previous attempt, it all built and integrated smoothly. I know a lot of people will be happy to see this.
YESS!!!!!!!!!!!!!!!!!!!!!!!!!!

GOOD JOB!!..... just need to copy/paste objects in scene mode and I`ll be a very happy bunny!!
« Last Edit: October 20, 2014, 01:47:12 am by kreator »
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MvGulik

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #4 on: October 20, 2014, 02:14:30 am »

Major changes for build 1118:
PNG Support As of build 1118 Anim8or supports reading and writing PNG files.
:) :) :)
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johnar

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #5 on: October 20, 2014, 05:19:43 am »

build 1118
 Have not used .png files, and have been reading up about them, and experimenting a little.
 Very cool. I have noticed something which may be a bug?
 In scene mode, you can render a sequence of jpeg or bmp images. Should this also be possible using the .png format?
 If yes, then theres a problem that the avi 'selection dot', does not 'unselect' when selecting png. (as it does with jpegs and bmps)
 ie: Render -> Render movie -> png. (avi stays selected, and renders as .avi)

All very cool tho Steve.

 And thanks for fixing up that 'órientation keys not copying' thing.
Thats a biggy for Scene Mode.
 
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Steve

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #6 on: October 20, 2014, 01:00:39 pm »

Kyle: Are there any groups in your example? I'm still not able to reproduce it with just two objects.

johnar: Yes, you should be able to output a movie as a sequence of .png files. I'll fix this.
#098-039 - Scene editor: can't output a movie to .png format files.
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MvGulik

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #7 on: October 20, 2014, 01:14:16 pm »

Some older Image/Movie file saving stuff. (Save-Image & Movie-Spec windows)

- When dropping just a file-name into the file-box and clicking OK, the output file is dropped into Anim8or's current active working folder. Which changes based on other file-actions in Anim8or. (probably should go to the "Image: Directory", if one is set.)
* Hitting the file: [...] button is using the "Image: Directory" as its default.
* Using a Anim8or Configuration here where every Directory-option is set to its own folder. Like: Project: "X:\An8_data\_project", etc)



Other 1118 cosmetics: just in case.
- [PNG] and [PNGA] can both be selected, as there check-boxes. Although it seems radio-buttons where intended here. (Both Image-save and Movie-spec window)
- Movie-Spec window, Image:Height box, seems to have lost its Left-border.

*nts: fixed, all*
« Last Edit: October 29, 2014, 09:31:39 am by MvGulik »
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captaindrewi

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #8 on: October 20, 2014, 01:50:25 pm »

Can anyone post some examples of successful use of the .png addition to anim8or.
and how it might be used,because i'm not getting it.
What i thought i might be able to do.
say i was rendering a sphere i was expecting to output that as a .png with a transparent background.
or say i had an object i could place a .png with transparent properties as a texture to a face.
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ronaldefarmer

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #9 on: October 20, 2014, 01:59:41 pm »

Thanks for the PNG support! I think this is the best improvement since i started using Anim8or! Amazing work Steve!! One question though: Is it possible to make lights recognize PNG transparency when casting shadows?
Captaindrewi:Both of the images below were made with Anim8or. The top image is the texture used to make the other one. It works just like you thought. There are a few boxes you have to check to make it work.


« Last Edit: October 20, 2014, 05:37:05 pm by ronaldefarmer »
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thecolclough

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #10 on: October 20, 2014, 02:20:59 pm »

Yes, you should be able to output a movie as a sequence of .png files
this will be hugely helpful for doing multi-plate compositing work in Sony Vegas.  Vegas handles transparency so much better when it's integrated into the same file as the RGB data, e.g. the way PNGs do it.  i'll try and remember to post a test video once bug #098-039 is fixed.
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Raxx

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Re: Re: Current Development Release - Build 1115, October 7, 2014
« Reply #11 on: October 20, 2014, 04:17:12 pm »

Hm, is it just me, or do PNG images load inverted as textures?
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ronaldefarmer

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Re: PNG Support added to Build 1118, October 19, 2014
« Reply #12 on: October 20, 2014, 11:31:49 pm »

Captaindrewi and Crashdrive: The PNG texture seems to work very well for me, aside from being inverted. Here is an AN8 that I made in 1118, along with the PNG texture.


It doesn't seem to work very well in the viewer though.


« Last Edit: October 21, 2014, 12:16:47 am by ronaldefarmer »
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Steve

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Re: PNG Support added to Build 1118, October 19, 2014
« Reply #13 on: October 21, 2014, 12:17:34 am »

ronaldefarmer: Transparency for lights is a great idea but it's not that easy. I've wanted to support that for a long time. Adding it to the ART ray-tracer is the most straightforward, and then probably the scanline renderer but only for ray-traced shadows. OpenGL is considerably more difficult.

raxx: I think I know what's happening with the inverted output. Windows and OpenGL disagree on whether the top or bottom row of pixels is #0 so I do a bit of flipping of images. I think I'm flipping the .png output when I shouldn't be. I have some investigation to do to make sure that I'm not just moving the problem around but I'm sure I'll get it fixed :-)

CrashDrive: I think I broke the transparency texture in the OpenGL views. It does seem to make the material vanish. I'm looking into it.
#098-038 - OpenGL transparency textures don't show

ronaldefarmer: Your example works in the viewer for me, alpha and all, but I can't tell if the alpha falls off smoothly at the edges or abruptly. (And thanks for the compliment :-)

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kreator

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Re: PNG Support added to Build 1118, October 19, 2014
« Reply #14 on: October 21, 2014, 02:40:14 am »

Couple of Animated renders using Png transparency First one with ART other with OGL



« Last Edit: October 21, 2014, 01:42:46 pm by kreator »
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